All Activity
- Past hour
-
Perzival12 started following What race should I do next?
-
Sorry, spellcheck wrote Stanford, it’s supposed to be Stalfos
-
Hey guys, with the Deku Kingdom finished, I thought I should ask, what race should I do for Hyrule Conquest: Revival next?
-
This game is absolutelibly owesome
Perzival12 replied to alvarolopezalesanco's topic in Introductions & Off-Topic Discussion
Welcome! It’s great to see new members on the board! I hope to see more posts from you, as the community is pretty small. Feel free to check out the different boards and join in any discussion you find interesting. -
Infantry should use the same pop as civilian units, and horsemen should cost 2 pop (one for the rider, one for the horse). Elephants should remain at 3 pop. But siege machines should vary per operators in it’s model.
-
That makes sense. So, there would be a choice: you either boom or play more aggressively. People would actually train Civilians instead of hard-capping them at 50 (for those 10 full farms). For the population costs, I think changing them too much would impede the unit choice for people who like to play with lower pop caps. Making Champions cost 2 population and siege costing 3 would be a compromise. I even reversed the population costs in my mod because you simply didn't get enough units on the map.
- Today
-
I think the game should look into population costs again. Support/Civilian: 1 pop Infantry: 2 pop Cavalry: 3 pop DE does this^ I also think gathering speeds should be regularized. All gathering stats the same for all gatherers, but the gathering speed differs. Citizen-Civilians: 1x Citizen-Soldiers: 0.5x Citizen-Cavalry: 3x meat So you know more intuitively what you're getting instead of variations per unit type and resource type. You know that that gathering rates of Citizen-Soldiers is the same as Citizen-Civilians, just half speed.
-
Actually, big horses that can't feed on pasture only cost money. Smaller horses (mongolians, US mustangs - yes I know, not the same time period, and afaik berber horses) don't; they cost food and care. So basically we already have that in the game : skirmish cavalry costs food, war cavalry costs gold.
-
Anyone Here Reading Solo Leveling Manga?
Deicide4u replied to franklin466's topic in Introductions & Off-Topic Discussion
Books. Random source code. Wikipedia articles about topics that generally interest me. I've used to read Manga when I was younger. But, my honest recommendation is to find something that will both reward your dopamine levels and let you learn something. -
Hey folks , I know this is a bit off-topic from our usual discussions, but lately I’ve been hooked on Solo Leveling Manga. The story of Jinwoo leveling up from the weakest hunter to an overpowered fighter is seriously addictive. If anyone else is into manga or comics, I’d love to hear your take on it! Personally, I feel like the fight scenes are even better than some anime out there. For those curious, you can catch up here: Solo Leveling Manga All Chapters. What do you usually read when you’re taking a break from daily stuff?
-
franklin466 joined the community
-
I suggest to use 0ad using the PureOS package rather than flatpack. Maybe it's not the latest version (here there is 0.27.0: https://repo.pureos.net/pureos/pool/main/0/0ad/), but flatpack is known to have such issues.
-
@user1 heinekenator closed the game (1 hour game), I'm still at full pop or at least above 160 pop when he closed—I'm defending my base and not attack him. commands.txt metadata.json
-
bot PETRA_Expert.More active bot, compatible with A27.
mod_3d replied to mod_3d's topic in Game Modification
Mod updated Thanks for the report. -
Civ: Dominate Romans (late Rome)
Classic-Burger replied to wowgetoffyourcellphone's topic in Delenda Est
-
That was helpful like 2 years ago.
-
I've already thought about it, but I know these people. 0AD is a horse cavalry simulator. They're going to tell you: nope. I don't want to be demotivating.
-
Thanks for testing @guerringuerrin! Providing feedback is important to me for this kind of feature. For 1), you guessed right, the option doesn't allow map resizing, and it's not clear. It's noted in the tooltip button but I'll need to improve this... For 2), I think it does display always the correct amount. I've tested it to be sure, but I think it's because of the slight differences with Custom Trainer system. So you see a number doesn't match your expectation but should match the inputs. => In Moderngui it's either you have idle buildings in selection and units are queued there, OR train 'normally' in all buildings. So if you have 2 idle building out of 5 => you see 2; after clicking you now have 0 idle building => you see 5 and all will have queue length of 2 ect.. I'm happy you see the benefits! Before and while doing it I came doubting multiple time if it would make sens. But yes having the extras and ability to compare and see the effects of different options as you browse is a good fit for this mod, and I'm so glad you think it too!
-
Kirito2023 joined the community
-
What are the Graphics Driver Requirements?
ShadowOfHassen replied to Perzival12's topic in Help & Feedback
What's your flatpak version? - Yesterday
-
Very good job
-
@Atrik Congratulations on this new feature. I think it’s a huge improvement to your mod since it allows players to quickly get familiar with the fundamental settings and, most importantly, it lets them see the changes immediately, which makes it much easier to explore different configurations that better suit each player’s preferences. I’ve noticed two things that might be useful to you: 1. When using this minimap style resizing is no more available. if thats intended maybe it will worht to mention on the Wizard dialog. 2. When using Queue in idle buildings first on Batch sizes doesnt show correct amount of units to be trained (similar behavior of my customtrainer old version) Also, it only allows 3 queue items per buildings but I couldn't find an option to set this number Btw, this is a very nice feature I'd like to port to CustomTrainer, right now my mod only prioritizes idle barracks but adds units to every building selected.
-
Thanks for your answer, @Atrik Yeah i've just checked and it doesnt make tech available for other civs when farmstead is captured. Only if that play didnt research Wicker Baskets already. So it looks like it's working good. Doesn't look like the correct way to accomplish this, tho
-
Yeah, what if when a horseman (any) dies, there is a chance that the rider survives, and only the horse dies. Then, the rider could get up and keep fighting. It would be a smaller chance, to deal with the fact that being thrown from a horse while wearing armor and in a battle would probably kill the rider anyways, but it would still be cool
-
I'm guessing you hate Champion cavalry, too? Spearmen poke horse. Horse dies. Rider dies from broken neck. Use the boys with pointy sticks.
-
Over the weekend, I had this idea: what if horsemen were more realistic cost-wise. In ancient times, horses cost money to buy, and there was limited space for them. So, I propose these ideas: - All horsemen should cost 25 metal, to reflect their cost. - Their should be limited space for horses, with barracks adding 10 horse room and stables adding 25. - A technology should be researchable at the corral: Horse Breeding. This would remove the metal cost, reflecting that horses are being bred, not bought. These are just some ideas. If anyone likes them, maybe I'll post some small mod adding these to the game.
-
It might make the tech available to other civs, maybe for example if you capture a maury farmstead Should be checked..
-
Latest Topics